122,296 Commits over 4,048 Days - 1.26cph!
Branching from previous twitch render branch commit (115881) and cherry picking main skin commits
115880 and
116543 so Jen can render skins while issue is investigated. (latest merge from main with spacially aware environment volumes broke rendering)
Desal Tank material and position update
tweaking bamboo scaffholding layout on ziggurat to clear some approaches and free some space on the ground
fixed floating set dressing in areas, removed some mesh decals that interfere with underneath mesh decals of zigg floor
Compute foliage cell population on a 3x3 grid of 8x8 cells in a sequence of computes and AsyncGPUReadbacks to cache population counts in chunks as camera moves.
merge from remove_old_chicken
merge from Item_Descriptions_update
Set correct source item for orchid, rose and sunflower entities so they show the correct icons.
Chicken food consumable information UI NRE fix
Scenes + prefabs + assets backup
Fix merge issues, increase cell compute radius, add clear buffer step to run separately
sar/lr300/ak47u updated backpack offsets
Merge from media_projects
Only bother increasing nucleus stats if its not grade 1
Max XP is now whatever grade 1 starts at
Align under over 25 degrees and over 16 degrees
Fixed incorrect perfect growth rate calculation
Clean: general cleanup
- Removed dead code
- removed some TODOs that no longer apply
- more ReadOnly cases alongside NativeArray usage instead of spans
Tests: unit tests
Update: expand PerfSerialWaterFactor & PerfBatchWaterFactors with different pop counts
Covers various scenarios, from staging at 50pop to 10k for stress test. Also shows that we retain the 4x+ speedup across populations.
Tests: ran perf tests
Clean: last ReadOnly added
Tests: unit tests
Clean: the ReadOnly crusade is almost over
Tests: unit tests
Clean: moar ReadOnly
Tests: ran unit tests
Merge from snakes/mfju (merging from jungle update fix branch)
Fix a missed line when manually merging Modifier.cs
Clean: a lil more ReadOnly
Tests: unit tests
Clean: more ReadOnly usage
Tests: ran unit tests
water desal tanks update LOD0 and texture pass.
Optim: GetWaterFactors is converted to indirect style throughout
- Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added)
This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup.
Tests: ran unit tests and played back staging demo twice
Some stop distance thresholding
add file prefix and ray setback settings, ui cleanup
Got the boomerang doing a little curve a few seconds after throwing